//输出世界空间法线作为颜色

#version 450
#extension GL_ARB_separate_shader_objects : enable

//输入-从顶点着色器
layout(location = 0) in vec3 vs_fs_normal;
layout(location = 1) in vec2 vs_fs_TexCoord;


//输出
layout(location = 0) out vec4 fColor;

//纹理
layout(binding = 9) uniform sampler2D ourTexture;

void main()
{
	fColor = vec4(normalize(vs_fs_normal)*0.5 + vec3(0.5,0.5,0.5),1.0);
}
